Our definition of augmented reality

What does Augmented Reality bring?

New technologies bring to the heritage’s interpretations new & innovative possibilities.

Provided with a digital tablet, the visitor can walk through a museum / place of exhibition / historical site with the device.

Without being in competition with the architecture or the rooms’ arrangement, the augmented reality input will offer a surprising immersive experience, to put the site – a castle for example - in its historical perspective and give access very simply to relevant educational contents.

Thanks to augmented reality, the visitor will have the possibility to see the setting livening up to deliver him/her the history of an artist, for instance, while being in the museum.

This allows the visitors to divide up in the room, and access according to their centers of interest and their availability to the offered contents. Recognizable elements in the scenography will, if needed, allow the visitors to identify the parts of the setting that are interactive.

Augmented reality can sometimes transport the visitor to other places, to stimulate his/her imagination and enrich his/her visiting experience.

Scenography and scenario

Chronological storytelling and the principle of the setting set as augmented reality implies to modify sometimes slightly the current scenography, and most often the hanging of the works.

It is essential indeed that every element of the setting accompanies the "story" pictured on the tablet.

The scenario of the digital visit corresponds to the public’s main expectations, avid to find tracks of the concerned artist’s life within the different rooms. The contents about the artist’s biography and his/her work will be organized in an easy-to-read and very accessible chronological sequence.

The principle of releasing sequences thanks to augmented reality brings the visitor to have a different viewing on the site and on the rebuildingof the setting.

Respect the autonomy and the visit rhythm

The main idea is often to guarantee the respect of each visitor’s autonomy and rhythm, while offering him/her adapted contents.

The adoption of augmented reality helps answering this issue in a satisfactory way. In fact, every person holding a tablet has the possibility to roam as he/she pleases in the room where he/she is.

If this person is eager to discover more details, he/she can spend the time that is granted to him/her in the room to discover in an exclusive way a work, an object, an element of furniture, a letter, etc. This person has also the possibility to put index cards as favorites to look at them again once home, thanks to an eventual "visiting booklet" after the visit.

On the contrary, if the person equipped with a tablet would rather like to go from one object to the other without dedicating it too much time, he/she also has the possibility to do this.

Finally, if the visitors have come to discover the domain of a castle with their family, an augmented reality visiting modus is particularly appreciated from the young audience which, as it often happens, takes the hand on the device and is more committed in the visit than otherwise.

A real dynamic between parents and children will be launched, supported by the kind of media the family has access to (games, on the look-out for clues, etc.) and by chosing the appropriate levels of reading.